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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2022-06-19 00:00:00Z and 2022-06-20 00:00:00Z
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damn, i get lot of prediciton errors with ninja
00:13
other people's ninja is so jerky
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It's a pain to remember what map I was working on last if I forgot what I named it, and ofc there is always the OS mod time but it would be nice to have this feature in game :D
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(also might be nice to view directory trees all at once with some limit on depth) (edited)
02:07
i have a couple folders in /maps but it's only 1 depth
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Yesterday I posted benchmarks of six Linux distributions on the HP Dev One, the exciting new Linux laptop launched by HP in collaboration with System76 that is using their Pop!_OS distribution
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& remove template (from upload script and visuals in the page, since not needed... maybe someday reuse the logic for SVG or smth like that) note: lot of whitespace changes
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[quakenet] ChillerDragon BOT 2022-06-19 06:54:33Z
I always thought that the feature of reading user input and the emacs control keys etc are implemented by bash. Or even maybe by the terminal emulator.
06:54
TIL ther is man readline
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imagine you are on a dummy map and get lags. wouldnt it be cool to have a button that sets up a server so you can play locally, without any messing around setting up your server. i dont know if its a wanted feature, because it encourages or makes it easier to play offline. also on solo maps it makes sense. even novice - insane get played as single with dummy nowadays. what do you think? a related feature thats already there is the "load current" button in the editor, that loads the map you ...
07:47
b86121e Merge change and add action, so changing skin type is easier, remove template - Jupeyy c36f495 Merge pull request #201 from Jupeyy/pr_easier_change_skin - def-
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Good morning everyone! Does anyone know the cmake target for building data/assets?
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[quakenet] ChillerDragon BOT 2022-06-19 08:01:55Z
wdym
08:02
what should building assets even do
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in default teeworlds there was an option to build content. When I compile the data directory, which get's created, doesn't contain the new assets (edited)
08:03
so I am copying it manually rn
08:07
why do I even ask when a one line command is sufficient
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the build system should just copy data dir from source to binary
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hmm
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no specific target, should happen for every build
08:10
what problem are you trying to solve?
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Maybe I missed to add some files in the CMakeLists, I'll keep an eye on that
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[quakenet] ChillerDragon BOT 2022-06-19 08:14:46Z
run this script and it will auto fix ur cmakelists to contain all files you want https://github.com/lib-crash/lib-teeworlds/blob/7ed3f65514031b560184e0b31093f6ca41460987/bin/tw_cmake
Some helpers for the game teeworlds written in bash - lib-teeworlds/tw_cmake at 7ed3f65514031b560184e0b31093f6ca41460987 · lib-crash/lib-teeworlds
08:15
has anyone ever built a proxy for tw clients? I didn't look into it yet. I know heinrich started something for the server.
08:16
I used some proxies for minecraft latley to connect via my vps and world downloading. Its pretty cool to be able to keep up the connection while restarting the client. I would love to keep connected to the current tw server and recompile my client and quickly reconnect to the proxy.
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Why would you want a proxy for a teeworlds client?
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[quakenet] ChillerDragon BOT 2022-06-19 08:17:15Z
^ dis
08:17
but not sure how much effort it is to build such a thing maybe some1 has a finished one already
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this should be a simple fast-forward-proxy and the server has a timeout protection anyways, so I don't think you need any teeworlds related code for it (edited)
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[quakenet] ChillerDragon BOT 2022-06-19 08:19:14Z
timeout protection is not a nice UX it takes ages to even take into effect. I want to rebuild my client in 2 sec and reconnect to the same spot in the map.
08:19
test something 1 sec and repeate
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Is anybody here experienced with multiple inheritance and virtual inheritance? I got a really bad Diamond case
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you could modify the server to use saves and autoload when you join. chillerdragon
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[quakenet] ChillerDragon BOT 2022-06-19 09:03:24Z
@deen yea fddrace already has that but its still too much effort to rcon auth save etc. Also that makes it server dependent.
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i usually put the start of the map where i want to test sth
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[quakenet] ChillerDragon BOT 2022-06-19 09:04:41Z
yea i like to test my stuff in the real world
09:04
on actual servers with players somewhere far in the map
09:04
or push a spontaneous fix
09:05
but yea if its too much effort its not worth it. I was hoping some1 of you had a tool ready :D
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i have a proxy but it just relays all udp packets, so i guess it won‘t work for your case
09:06
needs to be smarter
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[quakenet] ChillerDragon BOT 2022-06-19 09:06:36Z
because it would also relay the disconnect right?
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you could hard quit, but it would still time out them
09:07
then*
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[quakenet] ChillerDragon BOT 2022-06-19 09:07:08Z
ah true the proxy needs a keep alivew
09:08
maybe i should try it anyways even if its not worthe the effort. Just for educational purses
09:08
PURSES
09:09
sometimes i wish irc had edits ngl
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A | B / \ C D \ / E class A { virtual float foo();//impl virtual float bar();//impl virtual float other();//impl }; class B : public A { virtual float foo();//impl virtual float bar();//impl }; class C : public B { virtual float c();//impl }; class D : public B { virtual float foo();//impl }; class E : public C, public D { ...//should have C.c(), D.foo(), B.bar(); A.other(); } My problem is, what classes should be virtual inherited oO
09:13
Virtual function "bar()" has more than one final overrider Virtual function "foo()" has more than one final overrider
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[quakenet] ChillerDragon BOT 2022-06-19 09:15:07Z
yikers oop
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with testing I found out, that C and D should inherit B virtually, but I don't understand why (edited)
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chillerdragon BOT 2022-06-19 09:16:15Z
Why would you want to understand stuff when you can try and error instead?
09:16
:brain:
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for the worse Diamonds I can think up :p
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no matter what your problem is, i bet you can redesign your logic to not use multiple inheritance. So better redesign it
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I could, which would probably lead to a lot of duplicated code
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mhh r u sure? in worst case u have 2 classes in one bigger one
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I got an idea to simplify it more. Seems like i am wrapping information into inheritance
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'/swap' when used while in the team, additional time is added to those who used the team
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that's an intentional penalty
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[quakenet] ChillerDragon BOT 2022-06-19 11:29:21Z
@nouaa im too lazy to configure matrix encryption my dms are readonly for me haha. Just write me here
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it will surely annoy others xD whatever, i was asking for the chatcommands. i wanted to make my own chatcommands in a separated files (like u did in ddnetPP with ddracechat_ddpp.cpp / .h), so i created the files but now i'm searching a way to "access" to the commands bcs their are kind of "not registered" rn
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[quakenet] ChillerDragon BOT 2022-06-19 11:35:23Z
i annoy others 24/7 here so far nobody complained yet. But yea would be nice if another channel would also be bridged so i could spam there
11:35
why do you want to do that=
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i am complaining, u just ignore it xdd
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[quakenet] ChillerDragon BOT 2022-06-19 11:36:16Z
pf
11:36
jopstar
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looks cleaner than just drop cmds into ddracechat.cpp / .h? (edited)
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jk
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[quakenet] ChillerDragon BOT 2022-06-19 11:37:05Z
@nouaa for .cpp files its as simple as creating a new .cpp file include the corresponding header and you are done
11:37
and add it to the cmakelists file
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yeah that's done xD
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[quakenet] ChillerDragon BOT 2022-06-19 11:37:47Z
so header now?
11:38
DDraceNetwork + city + block! Based on ddnet (www.ddnet.tw) which is based on teeworlds (www.teeworlds.com). - DDNetPP/ddracechat.h at 9cfd6d7f9b895dff8177b53c6d994a8699975921 · DDNetPP/DDNetPP
11:38
make sure to also include your header in the upstream ddracechat.h file
11:39
do you have a public git repo?
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oh, i get it lol (edited)
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[quakenet] ChillerDragon BOT 2022-06-19 11:39:45Z
nice
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[quakenet] ChillerDragon
do you have a public git repo?
well, it's on a branch from my fork
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[quakenet] ChillerDragon BOT 2022-06-19 11:41:20Z
DDraceNetwork, a cooperative racing mod of Teeworlds - GitHub - NouaaTW/ddnet at BW-Cosmetics
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ye, it worked, it was pretty obvious but thanks, you can check the changes if you want. i was using an old version of ddnet src for so long (like 10.x), a lot has changed since then xD (edited)
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[quakenet] ChillerDragon BOT 2022-06-19 11:58:51Z
i used 9. something :D then i went through a big merge crisis
11:59
after/during that time i switched to merge conflict driven development how deen calls it :D So i try to have as little merge conflict surface as possible thats why i extract all those files
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[quakenet] ChillerDragon
i used 9. something :D then i went through a big merge crisis
ye a big one lmao
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[quakenet] ChillerDragon BOT 2022-06-19 12:02:04Z
@heinrich5991 implementing an own logger is really cool indeed! thanks for recommending that.
12:02
12:02
its not going very good ... yet
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Anybody interested in testing materials again? I made a small solo map to test all materials. Also @ChillerDragon i might need to to confirm, that the bug is fixed
12:53
leaked ip: 93.245.170.253:8303
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bencie
that's an intentional penalty
in one team, everyone has the same time, but the time after '/swap' will be different. For example, in a team of 4 people, two will have 2 00, the other 2 15 (edited)
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σℓí♡
in one team, everyone has the same time, but the time after '/swap' will be different. For example, in a team of 4 people, two will have 2 00, the other 2 15 (edited)
Tested it, seems like if you finish, you get the finishtime of the players who didn't swap, so the penalty is useless in this case
13:02
i played tangerine 4p: 2 swapped, 2 didnt everyone finished with the time of the players who didn't swap
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guess not 🙂 HMU if you want to try it out, I am going to read a book or two
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bencie
Tested it, seems like if you finish, you get the finishtime of the players who didn't swap, so the penalty is useless in this case
there will be one finish, but it's still a bug and for the team, we probably need to make a rule(condition) (edited)
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[quakenet] ChillerDragon BOT 2022-06-19 14:18:34Z
omagawd assa ur such trol using / in ur branch names
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I stopped doing it
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[quakenet] ChillerDragon BOT 2022-06-19 14:18:56Z
u made poor gh devs do some weird ass route globbing
14:19
its still feature/all-materials-experimental isnt it?
14:19
but the bug isn't fix yet 😦
14:19
server and testmap is online tho
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[quakenet] ChillerDragon BOT 2022-06-19 14:19:45Z
builidin rn
14:20
somehow my git pull didnt work so i had to strart from scratch
14:20
did u force push? -.-
14:27
can some windows ooser send this lost soul an tutorial on how to use visual studio UI? https://github.com/chillerbot/chillerbot-ng/issues/8#issuecomment-1159651318
like we see its not working cause an dll not found, if i upload the dll happends that:
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</BugCod3>𝓓𝓜 2022-06-19 16:28:07Z
Hello, what is the problem with this?
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u didnt install c++ compiler
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Jupstar ✪
u didnt install c++ compiler
</BugCod3>𝓓𝓜 2022-06-19 16:32:08Z
gcc? i have
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but apparently not the g++ package
16:33
its still gcc in the end but its kinda a wrapper
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sorry i close it by mistakejustatest github so confusing
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[quakenet] ChillerDragon BOT 2022-06-19 18:16:11Z
DDraceNetwork, a cooperative racing mod of Teeworlds - GitHub - ddnet/ddnet: DDraceNetwork, a cooperative racing mod of Teeworlds
18:16
Just run this from ddnet readme sudo apt install build-essential cmake git google-mock libcurl4-openssl-dev libssl-dev libfreetype6-dev libglew-dev libnotify-dev libogg-dev libopus-dev libopusfile-dev libpnglite-dev libsdl2-dev libsqlite3-dev libwavpack-dev python libx264-dev libavfilter-dev libavdevice-dev libavformat-dev libavcodec-extra libavutil-dev libvulkan-dev glslang-tools spirv-tools
18:16
and you should be good to go
21:46
e8ad76c Add description of weapon specific shields to explain - Zwelf bea56a1 Merge pull request #189 from Zwelf/pr-weapon-specific-shields-2 - def-
Exported 129 message(s)